Tanaka wrote: ↑Mon Oct 17, 2022 3:52 am
Oh bummer. Just started following your work as recommended by OCB. Finished the WIE thread and was excited to read about the new WAW work but see this now happening. Dang there was a lot of promise here I hope something can get resolved!
Thank you
Their seems to be only three options
1) Use Cancel Commands by searching for friendly units in the hex, but the side effect is Japan will never pose any threat to the US as they will never have enough units.
2) Remove all AI and have it be MP only (not a fan of this option at all)
3) Stop working on the project
I have not decided yet what to do so for the time being I am playing a different game in my spare time instead of working on this. It is a big decision, I just really hate my options.
Lothos,
I can understand your passion for coding the AI and creating a great mod that all can enjoy. It's unclear to me why the MP side of the game you are not a fan. MP's are fans of your game as well as those whom may only play in SP. We feel the mod has great potential for MP play. When I look at all the games that use counters I generally say they are ok and then move on.
I know this is silly but one of the main reasons why I either purchase or not purchase a game is the graphics / UI, among other factors. I like Nato counters but haven't seen a graphic counter/ sprite that I really like. Thats the driving force behind me creating my own counters. I do hope you will at least continue developing the mod as an MP mod. Maybe at some point in time the developers may revisit the issue you are having. Then you would at least have it ready for further AI development when they do. Or maybe you will come up with a work around that will succeed in fixing the issue.
Tanaka wrote: ↑Mon Oct 17, 2022 3:52 am
Oh bummer. Just started following your work as recommended by OCB. Finished the WIE thread and was excited to read about the new WAW work but see this now happening. Dang there was a lot of promise here I hope something can get resolved!
Thank you
Their seems to be only three options
1) Use Cancel Commands by searching for friendly units in the hex, but the side effect is Japan will never pose any threat to the US as they will never have enough units.
2) Remove all AI and have it be MP only (not a fan of this option at all)
3) Stop working on the project
I have not decided yet what to do so for the time being I am playing a different game in my spare time instead of working on this. It is a big decision, I just really hate my options.
Lothos,
I can understand your passion for coding the AI and creating a great mod that all can enjoy. It's unclear to me why the MP side of the game you are not a fan. MP's are fans of your game as well as those whom may only play in SP. We feel the mod has great potential for MP play. When I look at all the games that use counters I generally say they are ok and then move on.
I know this is silly but one of the main reasons why I either purchase or not purchase a game is the graphics / UI, among other factors. I like Nato counters but haven't seen a graphic counter/ sprite that I really like. Thats the driving force behind me creating my own counters. I do hope you will at least continue developing the mod as an MP mod. Maybe at some point in time the developers may revisit the issue you are having. Then you would at least have it ready for further AI development when they do. Or maybe you will come up with a work around that will succeed in fixing the issue.
It is not that I am against MP there are two main reasons
First, I play SP not MP
Second, I find AI work fascinating for World War 2 Strategy games and I am actually very good at it. I do not do it for a living because gaming companies wont be able to pay me what I am making for doing non-AI programing work. I was offered a job once to work at Paradox but I had to move to Sweden, I turned it down because my life was extremely complex at the time with a divorce and I would have to take a very large paycut. I love Paradox for giving me the opportunity to do what I did. Was awesome working directly with the devs on the AI for the official game. The access they gave me and the gratitude they showed back to me. It was an amazing experience!
So to feed my joy I do modding work and offer my AI scripting abilities free to World War 2 games I enjoy playing.
I stopped working on Hearts of Iron series because when HoI 4 came out they removed allot of the AI scripting abilities because they felt it was to slow. They moved allot of it into the code. I was heart broken when they did that because in my TRP mod (which allot of it went into the official game) I was extremely happy with what I had achieved. Some of the best work in my life as I truly created a dynamic AI that makes many decisions based on its economy and not hardcoded to follow a historical path. Of-course it still had some guidance to make Germany and Japan do certain things but it was possible to handle an Albania becoming a major power etc....
I decided to start recording fom Allied turn 94 Aug 30, 1942 and have the kept going into early 1943 as of this post. The turns will go up in sequence every other day after this vid goes up on Oct 21, 2022.
Not sure how long we will continue as it is an older version of the TRP-WiE MOD-v.0.9.7 but it is utterly fascinating and extremely fun. Unfortunate Son (Ray) and I started this monster MP Beta Test in early July 2022 shortly after I got done with the SC-American Civil War Beta.
There are other YouTubers that I have been in touch with that maybe interested in doing a grand campaign of the TRP-WiE Mod in the future after further testing.
Thanks much Lothos. Ray and I are still battling across Europe and its been a blast!
Attachments
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My YouTube Channel: Balthazor's Strategic Arcana https://www.youtube.com/c/BalthazorsStrategicArcana
SC-War in the Pacific Beta Tester
SC-ACW Beta Tester
1904 Imperial Sunrise Tester
SC-WW1 Empires in Turmoil DLC Tester
Tester of various SC Mods
first off, fantastic work so far, i'm sorry to see you're running into some issues with AI and understand where you are coming from -- i also very much enjoy strategic command for its singleplayer enjoyment and it's a shame there are some limitations to what you want to do with AI.
hopefully you do keep development going but i understand if you decide to go on indefinite hold -- some friends and i have started a multiplayer game and i'm going to keep notes (bugs, events comments, nation strength, etc.). would you like those over something like DM or PM at the end or would you like that to just be posted to the thread?
again, great work, this is what i envisioned for a "full" and great version of SC:WAW. thanks for the efforts you've put in!
I been doing allot of updates to Europe, BUT I been keeping World version on par with Europe and all the updates are in both.
I am leaning to add cancel command and perhaps have the AI do a little cheating to replace units with a Garrison unit 1 time after an invasion of an island.
Everyone knows I am not a fan of this solution at all. I am hopping the devs will reconsider because it is a major hamstring to Japan (even in the base game)
########################
# TRP 0.5.7 World
########################
- (Bug) Japan/USA, fixed an issue where they could get AV's by researching Amphibious Warfare
- (Bug) Fixed a text issue where Bulgaria Agreement showed up twice
- (Bug) Hex 196,122 changed ownership from Italy to Libya
- (Bug) Germany, Strategic Bomber deployed in Dusseldorf will now show a pop-up message
- (Bug) Germany, Chrome imports from Turkey reworked and should happen more often
- (Bug) Albania, no longer can build any units
- (Bug) Major Powers National Anthems when you click on their capital should be the correct one
- (Bug) Carriers now get 2 Interceptions, 2 Escorts and 2 Strikes
- (Bug) USA, can now build Mechanized divisions
- (Bug) USSR, fixed an issue where Polish Corps may not appear
- (Bug) USSR, Mobilization fixed issue if Baltic states joined Axis and event did not fire
- (Bug) USSR, reworked Mobilization to stay lower as I discovered some bugs with the garrison events
- (New) Persia, will hand the coast touching the gulf to the UK while the rest goes to USSR on the partition event
- (New) Sprites added (Thank you Kuebelwagen)
- (New) Japan/USA, Amphibious Warfare will now increase their AVL limit by 2 instead of 1
- (New) North Africa supply issues tied to Gibraltar and Malta remaining allied control
- (New) North Africa supply issues tied to Italian decision on investment in North Africa offensive if Yes then supply hit is less effective
- (New) UK, reworked several of their convoys to be further away from the French Coast
- (New) UK, new decision to garrison Crete under certain circumstances
- (New) UK, 7th Armour will arrive with 1 experience boost
- (New) Upgrade cost of Armor, Air and Naval units has increased significantly
- (New) Garrison units stats made exactly as Light Infantry except the Action points remain at 1
- (New) Australia had its convoy re-routed to go through the Panama Canal
- (New) Australia convoys added to the UK adjust events
- (New) New Zealand convoy rout added with same adjustments as Australia
- (New) Vichy can no longer build any war ships
- (New) Subs had their base dive percentage increased by 5%
- (New) Poland, added a surrender event to prevent it from surviving way past certain areas in Western Poland are taken
- (New) Poland OOB adjustments
- (New) OM (Operational Movement) base cost changed from 15 to 20 MPPs
- (New) Transfer Urals, cut down events (small performance tweek) player will see no difference
- (New) Burma Road turning on/off of resources added
- (New) UK, 10th Army Formation added the correct units and placement in Kuwait
- (New) Germany, Afrika Corps makeup changed slightly
- (New) HQ cost increased from 50 to 80
- (New) Romania, removed events giving them armor and engineers and added to build options but not till August 1941
- (New) Hungary, armor and mech corps added to build options but not till August 1942
- (New) Japan, added strategic advice event to start of game
- (New) Japan, added strategic advice event when the United States issues an Oil Embargo
- (New) HQ, land spotting distance increased from 1 to 3
- (New) Low Countries had their Mobilization changed from 0 to 10
- (New) USA, Atlantic Fleet deployed via event (removed on map ships) will deploy turn after Japan DOWs them
- (New) USA, Pacific Fleet deployment will be turn after Japan attack (except for Honolulu & Hawaii)
- (New) USA, Pacific Carrier Fleet has a 10% chance of being deployed in Honolulu (Japans dream)
- (New) USA, Pacific Carrier Fleet has a 45% chance of being deployed in Seattle
- (New) USA, Pacific Carrier Fleet has a 45% chance of being deployed in San Diego
- (New) Blitz attacks no longer use an Action Point
- (New) USSR, War fund event (+250MPPs per turn) length changed from 3 to 9
- (New) Bulgaria, will no longer auto-join Axis if you do not give it the border territories with Romania
- (New) Morocco, has a 20% chance (per turn) of switching to the allies if invaded by USA (must not have surrender)
- (New) Algeria, has a 20% chance (per turn) of switching to the allies if invaded by USA (must not have surrender)
- (New) Tunisia, has a 20% chance (per turn) of switching to the allies if invaded by USA (must not have surrender)
- (OOB) Vichy, starting ships will only appear if Vichy goes to war
- (OOB) Germany, moved Infantry Corp from 180,69 to 181,69
- (OOB) Tech, rebalanced between all major powers
- (OOB) France, starts with an artillery unit
- (OOB) USSR, starts with a strategic bomber
- (OOB) Germany, switched fighter and tac bomber for army group south
- (OOB) Netherlands, starts with a sub
- (OOB) Lowered build cap of AA for all major powers
- (OOB) UK Increased build cap for Garrison Units
- (OOB) Brazil, starting fighter moved to a city
- (OOB) Italy, flipped starting units in Rome and Naples
- (OOB) Germany, Maritime Bombers CAP increased 1 to 2
- (OOB) Germany, Engineers CAP increased from 1 to 2
- (OOB) Germany, can no longer build a carrier till 1941 (only get via event)
- (OOB) Italy, can no longer build a carrier till 1941 (only get via event)
- (Convoy) Brazil to USA added
- (Research) Redid bonus for Infantry & Armored Warfare for all major powers
- (Research) Command & Control, Naval, Aerial, Infantry & Armored Warfare no longer provide bonuses to minors
---- Exception: Com. China, Canada, South Africa, India, Australia & New Zealand
- (Map) USA, added 5 more oil resources and tied them to Gear Up Phase 3
- (Map) DEI, added settlements to Balikpapan and Tarakan
- (Map) Okinawa (372,130), change from 2 land tile island to 1 tile
- (AI) Germany, improved offensive against Poland
- (AI) Germany, adjustments made to early year production
- (AI) Germany, adjustments to operation Barbarossa offensive
- (AI) Germany, adjustments to Low Countries invasion build up
- (AI) Germany, adjustments to invasion of Greece
- (AI) Germany, Guard AI for France changed slightly to put less until USA joins the war
- (AI) USSR, garrion for Persia adjusted
- (AI) UK, should send more troops to defend Egypt
- (AI) UK, should send more troops to Iraq
- (AI) UK, reworked North Africa offensive
- (AI) Japan, invasion AI for Pacific War added
- (AI) Romania, purchase updated for Armor, Mech and Engineers
- (AI) Hungary, purchase updated for Armor and Mech
- (AI) Removed all of UK from the AI ignore resource point lists
- (AI) Germany, prepare for Barbarossa adjusted in case event 611 was selected NO (Bulgaria not joining Axis)
First of all, thanks so much for putting all the time into doing this .... I briefly investigated what it would take to upscale the original world at war release after it first came out and thought it would be WAY too much work without a programmatic approach to exploding the map and converting all the data for the campaign and scripts, then tweaking the result. A campaign upsizing program, if you will. The devs did not want to release detailed specs for the files, and I did not have the patience to reverse engineer them, so I gave up. The amount of effort you've put into this is huge, so again, thanks!
I started playing around with the latest build, and my initial impression is very, very positive, with a few immediate comments:
1. 1:1 scale for the naval side is I think problematic at best .... if your goal is to be as "realistic" as possible, consider that the Germans started WW2 with I think 24 u-boats that could operate in the Atlantic, and built over 1000 during the war. The Germans start with 4 subs in 0.5.7. If its truly 1:1, with a unit per ship, then there needs to be many more DD and sub units, and the single unit per hex and map scale just won't work correctly. Maybe something like 5:1 for subs, dd, cl, 3:1 on CA, and 1:1 for the capital ship types? Not sure what the answer is, and I freely admit to not having played through it enough to comment on how well the current setup works as a game, but based on how the game engine works I strongly suspect 1:1 isn't really viable.
2. with respect to your AI scripting conundrum, please stick to it, and come up with the best compromise you can to improve the AI! I'm completely sympathetic to your goal of making a fun single player game - its what I play owing to lack of consistent free time over the course of any given month (or even year). It's also pretty clear that the biggest weakness of the engine across all the different games and scenarios IS the AI, so improvements you make, even if not as good as you would want, will be a big step up. With respect to the AI invasion conundrum you have, perhaps you can simplify strategic goals, and through lots of scripting at it ... quarterly events every year after 1941, with garrisons used to prevent invading your own land, etc. Perfection is the enemy of good enough, or in this case the enemy of much better than the base game, so PLEASE keep at it!
3. The developers are overall great guys in my experience, and I hope they support what you are doing. A World At War II that had some changes to make what you are after more possible is something I would buy instantly.
Sorry about this, here is another build for TRP world. Had to fix a major issue with USSR mobilization so people could actually play the mod.
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# TRP 0.5.8 World
########################
- (Bug) USSR, Polish units changed from motorized to infantry (Decision Chain)
- (Bug) USSR, Mobilize Murmansk Decision deleted (everyone would always say yes to this so why have it, just make it automatic)
- (Bug) Vichy Ship defects will join French Colonies instead of the UK
- (Bug) Yugoslavia Coup will now fire at the end of the turn so the Allies can not reinforce
- (Bug) USSR, Mobilization, fixed a bug that would cause it to rise if Axis was human controlled
- (New) Morocco, has a 30% chance (per turn) of switching to the allies if invaded by USA (must not have surrender)
- (New) Algeria, has a 30% chance (per turn) of switching to the allies if invaded by USA (must not have surrender)
- (New) Tunisia, has a 30% chance (per turn) of switching to the allies if invaded by USA (must not have surrender)
- (New) USA, most ship types can't be built till 1941
- (New) USSR, Decision 736 (Engineers) moved to production que and deleted
- (New) USSR, reworked the calling of their reserves and added some units
- (New) USSR, has a new unit type (Light Infantry) Militia
- (New) USSR, reserve events with armor comes with full research
- (New) Finland, added HQ near Petsamo
- (New) USA, Mobilization completely redone
- (New) USA, starting Mobilization changed from 22 to 15
- (New) USA, Oil Embargo will now fire when USA at 80 Mobilization
- (New) USSR, Vladivostok lend-lease increased from 30 to 50
- (Diplomacy) Can no longer place chits against other Major Powers (Exception Vichy France)
- (Map) Italy, added fortifications to (160,94) (163,91) (168,90) and (172,90 ) hexes
- (OOB) Greece, minor flipping of two corps locations
- (AI) UK, fixed issue in the beginning were some ships were not being sent to Egypt from the UK
- (AI) Allies, added Kirkenes (205,13) to ignore list
- (AI) Greece, made adjustments to garrison AI
Lothos wrote: ↑Mon Oct 31, 2022 10:21 pm
Sorry about this, here is another build for TRP world. Had to fix a major issue with USSR mobilization so people could actually play the mod.
########################
# TRP 0.5.8 World
########################
- (Diplomacy) Can no longer place chits against other Major Powers (Exception Vichy France)
Hi Lothos, I think this change also has the unintended consequence of making it impossible to declare war on a Major Power as well!
I did a quick test, and on a Major's "Edit Diplomacy" editor, instead of checking the "Block Investment Towards This Country?" box, leave that unchecked, but change the "Diplomatic Chit Assignment Limit (If Applicable)" to 0. You can then declare war, but not make any investments. I think this is what you want?
Lothos wrote: ↑Mon Oct 31, 2022 10:21 pm
Sorry about this, here is another build for TRP world. Had to fix a major issue with USSR mobilization so people could actually play the mod.
########################
# TRP 0.5.8 World
########################
- (Diplomacy) Can no longer place chits against other Major Powers (Exception Vichy France)
Hi Lothos, I think this change also has the unintended consequence of making it impossible to declare war on a Major Power as well!
I did a quick test, and on a Major's "Edit Diplomacy" editor, instead of checking the "Block Investment Towards This Country?" box, leave that unchecked, but change the "Diplomatic Chit Assignment Limit (If Applicable)" to 0. You can then declare war, but not make any investments. I think this is what you want?
Thanks again for all the effort on this mod!
Use the War Map to declare war.
Also the implementation you are asking is not modable.
########################
# TRP 0.5.9 World
########################
- (Bug) Japan, AI, resolved an issue with them DOWing the UK
- (Bug) Germany, incorrect text for Graf Zeppelin (should be 80MPPs at 10MPPs per turn)
- (Bug) Germany, fixed a bug that if you had more than 18 units on border USSR Mobilization did not increase
- (Bug) Removed several events tied to event 999 that did not need to be tied to it, so removed duplicates
- (New) Italy, decision to focus on airpower deleted (you can buy the planes yourself)
- (New) Germany, rebuilding Maginot will no longer get full tech (you will need to pay for the upgrade)
- (New) USA, changed oil embargo Mobilization requirement from 80 to 70
- (New) USSR, Mobilization adjusted to be higher
- (New) USSR, Reserves events changed to all be at full research and full strength
- (New) Allies, DOW Japan then USA will do a massive shift toward being neutral
- (New) Japan, if they DOW the allies and invade USA will start shifting toward the Allies (ignored if Allies DOWed Japan)
- (New) USSR/USA, changed lend lease through Vladivostok from 50 back to 80
- (New) USSR/USA, changed lend lease through Persia from 20 back to 40
- (New) Spanish ports (while neutral) will have a minefield around it that will damage Allied shipping
- (Upgrade) Long Range Aircraft, no longer increases Spotting Land range (this was to powerful)
- (OOB) Germany, Tirpitz battleship moved from decision into the production que instead
- (OOB) French Colonies, Carrier changed to an Escort Carrier (represents the Bearn which was in the USA)
- (OOB) South Africa, HQ strength changed from 3 to 10
- (OOB) Finland, added a corp near Petsamo
- (OOB) Germany, removed paratrooper event as they already get one in the production que
- (AI) USSR, made adjustments to how it builds
- (AI) USA, made some adjustments to its builds
I like a lot of things you did to the map so far, like spacing out some of the convoy routes and adding new ones (Brazil, Eastern Australia).
Regarding navies here are some of my immediate thoughts: I'm trying to figure out what proportion of warships you are going for, but for example I believe in at least some cases (Japan) you're trying to represent 100% of CAs, as you have them all except Tone.
I wonder if it's really a good idea to represent this many ships, doesn't it kind of overcrowd the seas (provide "too much" vision), lead to "big ball" battles, make it difficult/impossible to hide ships in port since there aren't enough ports (for example consider Italy's case), slow down the game, etc?
Even just cruisers, moving them all around every turn is going to take quite a while (40+ Japanese cruisers, and historically the UK had over 60 cruisers). That's pretty damn total realism haha. But is it what you want?
Chernobyl wrote: ↑Sun Nov 06, 2022 3:25 am
I like a lot of things you did to the map so far, like spacing out some of the convoy routes and adding new ones (Brazil, Eastern Australia).
Regarding navies here are some of my immediate thoughts: I'm trying to figure out what proportion of warships you are going for, but for example I believe in at least some cases (Japan) you're trying to represent 100% of CAs, as you have them all except Tone.
I wonder if it's really a good idea to represent this many ships, doesn't it kind of overcrowd the seas (provide "too much" vision), lead to "big ball" battles, make it difficult/impossible to hide ships in port since there aren't enough ports (for example consider Italy's case), slow down the game, etc?
Even just cruisers, moving them all around every turn is going to take quite a while (40+ Japanese cruisers, and historically the UK had over 60 cruisers). That's pretty damn total realism haha. But is it what you want?
I am going back and forth with that which is why I have not changed TRP Europe in the same way. Since World is an Alpha and not really playable figured get feedback from people and if anyone did try and play it in MP they could tell me how it feels and works out.
I would suggest using the ratios that Elessar set for his War in the Pacific mod.
The TRP-WiE set is good.
Looking at World...and particularly an example like Italy...it's way too many ships.
One counter per cruiser for example is too much...better 2 cruisers to one counter for example.
My 3 cents.
My YouTube Channel: Balthazor's Strategic Arcana https://www.youtube.com/c/BalthazorsStrategicArcana
SC-War in the Pacific Beta Tester
SC-ACW Beta Tester
1904 Imperial Sunrise Tester
SC-WW1 Empires in Turmoil DLC Tester
Tester of various SC Mods
Gets it completely in line with Europe with some of the new changes in World
########################
# TRP 0.6.0 World
########################
- (Bug) Pacific, most of the roads changed to dirt roads
- (Bug) Decision 823 trigger chance changed from 25% to 100%
- (Bug) France, Armor in production que was changed to an Armor Corps instead of Elite Armor.
- (Bug) Can no longer build AA on any cities, resources or fortifications (thought this was already being blocked but discovered it was not).
- (Bug) Arctic weather did not have a full weather pattern (this effects the Finland area) it has been changed
- (Bug) Iraq, fixed an issue where the Coup would not happen
- (Bug) Raid Points on Americas East coast only show up when they can be used and now have a text description
- (Bug) USSR, fixed duplicate events that gave USSR troops on German DOW if they said no to Molotov Agreement
- (Bug) Germany, pop-up event talking about Finland getting in the war had text overlapping.
- (Bug) SOE, when it hit for 1 on allied turn it would be repaired by the time it got back to the Axis. It now hits for a 2 so damage will get to the Axis turn as a 1.
- (Bug) AA, increased attack against strat bombers from 0 to 2
- (Bug) UK, Malta AA event moved to first turn of the game to prevent early mobilization of Italy
- (Bug) Strategic Bomber Base Defense against fighters lowered from 2 to 1
- (Bug) Danzig, changed it from a capital to a city
- (New) AA now have the same defensive abilities as Anti-Tank and can be upgraded
- (New) AA cost increased from 100 to 150
- (New) France, had 5 resource points added back to its starting production instead of by event
- (New) USSR, Mobilization increase event for to many Germans on the border (19+) lowered from 3 per turn to 1
- (New) Germany, Malta effect, increased the damage done to the towns from Bardia to El Alamein from 2 to 3 damage
- (New) Germany, Afrika Corps Anti-Tank changed to Anti-Air (88mm Rommels favorite Anti-Tank)
- (New) Maritime Bombers, Spotting Naval no longer increases by tech (was to powerful)
- (New) Decision 823 removed HQ and just have the CORP being deployed in Abyssinia
- (New) USSR, garrison along Finland border will be deployed once at war with full research
- (New) USSR, Message added to Finland front notifying player that Garrison units will be deployed
- (New) UK, Message added to key points for securing the Mediterranean and keeping Italy Neutral
- (New) Escort Carrier lowered sub defense from 3 to 2
- (New) Carrier increased sub attack/defense from 1 to 2
- (New) Naval Weaponry cap changed from 2 to 5
- (New) Naval Weaponry research cost changed from 175 to 150
- (New) Naval Weaponry cap changed for Escort Carrier, Carrier and all planes from 2 to 5
- (New) Naval Weaponry will increase sub attack and defense for Escort Carriers and Carriers
- (New) Naval Weaponry will increase Carrier Defense for Escort Carriers and Carriers
- (Difficulty) Veteran (Level 3), AI will now get 50MPPs per turn
- (Map) 376,120 changed from a large island to medium so troops can't be placed
- (Map) 377,120 (Nagasaki) area reworked
- (Map) 323,177 (Kota Bharu) added town mainly for supply reasons
- (Map) Weather zone in central Russia adjusted to have a higher chance of Mud/Rain starting in September
- (OOB) USSR, garrison units along the German and Finish border that are given by event will have full research
- (OOB) Finland, garrison units given by event will have full research
- (AI) USSR, adjustments to defense around Murmansk
- (AI) USSR, minor changes around guarding Leningrad
- (AI) USSR, minor changes around guarding Moscow
- (AI) USSR, adjustments to purchasing
- (AI) USSR, reworked fortification line around Moscow and garrisoning of it
Great to see you go ahead with the mod!! i look forward for my first MP game but i think i wait a bit longer for more fixes and changes... even i know you need this feedback for mod improvements
Busy working on a new updates for Europe and World. Hopefully have it ready sometime this weekend. Running simulations as I did some AI work adjustments to USA and UK AI in Europe and finally came up with an idea on World on how to handle the Pacific.
The new rules in World will enforce a border where Japan's Navy can not cross or it will be an immediate entry of USA into the War (this has to be done on purpose because the Japanese fleet should never be able to sail to San Francisco)
Also another rule is that USA can not put any forces in the Pacific and none of their holdings. All places must remain empty of no troops or ships. If a USA player puts any units in the Pacific they will get hit with a negative mobilization of 3% per turn (which keeps them out of the war).
These two rules will help with MP play at least to help prevent some crazy stuff while I keep working on the mod and the AI.
Before I make the changes on the creation of Vichy France based on French Navy size figure I leave that up for discussion longer and release what I have done this past week.
########################
# TRP 0.6.1 World
########################
- (Bug) South America, changed all roads to dirt
- (Bug) Trinidad & Tobago, added a dirt road and rail road to the resource
- (Bug) Finland, message about joining the war was in-correct and changed to the correct conditions
- (Bug) Vichy, fixed Vichy Collaboration Note that said Germany would get 20 MPPs, it should not have said that
- (Bug) Japan, fixed MPP text not present when annexing French Indochina
- (Bug) UK/France, removed Narvik invasion decision chain, to many ways for a human player to exploit it
- (Bug) Escort Carrier Action points increased from 18 to 21 so the same as other ships (AI reasons)
- (Bug) Malta had a different name to the hex that was not Malta changed it
- (Bug) Following Countries are blocked from Diplomacy (you must do their parent)
---- Belgian Congo
---- Dutch East Indies
---- Dutch Guyana
---- Philippines
---- Portuguese East Africa
---- Portuguese Timor
---- Portuguese West Africa
---- Spanish Guinea
- (New) Added minor countries to have their navy keep fighting after surrender
- (New) Gibraltar, changed the hexes your ships land in when passing from the Med to the Atlantic
- (New) USA, decision to Escort Allied shipping along the east coast. If yes then any Axis ships on the east coast have a chance of being damaged
- (New) USA, DO NOT PUT FORCES IN THE PACIFIC while Neutral. This will decrease your mobilization by 3% per turn. Their is a notification on the west coast letting you know if their are forces in the Pacific or not.
- (New) Japan, line in the Pacific, if you cross it then USA will immediately enter the war.
- (New) Adriatic Sea, perimeter created if any allied shipping goes in they will be damaged. You must capture at least one of the highlighted points for the Adriatic defense to go down.
- (Weather) Zone 6, Europe, adjusted weather for 9/1 - 10/20 to have more rain and less mud
- (OOB) Australia, lowered Garrison and Infantry Corps caps
- (Map) Yemen capital moved and is neutral, Aden is part of the UK and a Primary Supply
- (Map) UK, added ports to Newcastle and Hull
- (Map) Added some towns etc.. to South Africa
- (Map) UK, Malta is a Primary Supply
- (Map) East Africa area, added some settlements and removed some
- (AI) UK, if not invaded it will build new units in Liverpool instead of London
- (AI) UK, increased their production of AA in the early years
- (AI) UK, reworked guard commands for UK a bit
- (AI) UK, fleet, rewrite of how AI patrols for subs, UK Coast and Med
- (AI) USA, will move its fleet to the med and support its army better
- (AI) Germany, will produce anti-air earlier in the war
- (AI) Removed Decision 1, was not really needed all AI events tied to it could be made to run independently with same result
- (AI) Diplomacy, cleaned up file to remove countries that can no longer be influenced diplomatically
- (AI) Free France, will reinforce Abyssinia
- (AI) South Africa, will no longer send troops to Abyssinia and instead send them to Egypt